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  1. #1
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rithy255 View Post
    Raid buffs aren't really "utility" they're just damage contribution.

    The fact that raid buffs act very similar and don't have any thought going into them, generally makes it so the game would be better off without them right now.
    Basically yes, if the party wide buffs were put back on the job's self DPS, it would barely change anything:
    -SMN and RDM could lose their party buffs/change it to a personal buff it wouldn't change anything.
    -MNK and RPR have mechanics tied to this buffs so it makes sense they stay.
    -NIN's trick attack now being a 2 minute cooldowns and just being a cooldown button removed all of its uniqueness.

    Buffs are so identical and does the same thing you could remove a lot of them.
    That we have 2 or 6 party wide buffs wouldn't change anything, the game would remain on a "burst rotation".
    (3)
    Last edited by CKNovel; 11-17-2022 at 07:31 PM.

  2. #2
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,037
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CKNovel View Post
    Basically yes, if the party wide buffs were put back on the job's self DPS, it would barely change anything:
    -SMN and RDM could lose their party buffs/change it to a personal buff it wouldn't change anything.
    -MNK and RPR have mechanics tied to this buffs so it makes sense they stay.
    -NIN's trick attack now being a 2 minute cooldowns and just being a cooldown button removed all of its uniqueness.

    Buffs are so identical and does the same thing you could remove a lot of them.
    That we have 2 or 6 party wide buffs wouldn't change anything, the game would remain on a "burst rotation".
    It feels like the game would generally just be better if we removed raid buffs, with expectation to things such as astro cards, dragon sight, Dance partner (Duration is forever single target buff), Bard songs (consistent small buffs), I'm sure you could make MNK/RPR a personal buff but still have those mech work without the actual damage buff.

    Buffs generally push burst rotations more and more, everything having to line up with 120 windows means every job has to burst inside raid buffs, things like having a sustained damage job such as PLD just doesn't work with raid buffs that's why its being reworked currently, I believe removing raid buffs would actually open up the game to more playstyles and rotations being allowed in the future.

    Even if jobs are Mostly meant to be burst jobs, it shows you can't have sustained jobs at all, which frankly is boring design, Everyjob wasn't as "bursty" before EW, even if they were pretty bursty. Every direction for endwalker job design has been "More burst!!!".
    (4)

  3. #3
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Rithy255 View Post
    It feels like the game would generally just be better if we removed raid buffs, with expectation to things such as astro cards, dragon sight, Dance partner (Duration is forever single target buff), Bard songs (consistent small buffs), I'm sure you could make MNK/RPR a personal buff but still have those mech work without the actual damage buff.

    Buffs generally push burst rotations more and more, everything having to line up with 120 windows means every job has to burst inside raid buffs, things like having a sustained damage job such as PLD just doesn't work with raid buffs that's why its being reworked currently, I believe removing raid buffs would actually open up the game to more playstyles and rotations being allowed in the future.

    Even if jobs are Mostly meant to be burst jobs, it shows you can't have sustained jobs at all, which frankly is boring design, Everyjob wasn't as "bursty" before EW, even if they were pretty bursty. Every direction for endwalker job design has been "More burst!!!".
    Removing raid buffs would be the simplest way to fix the 2 min burst. But it would break nearly all Melee, Astro, Bard, Dancer balances which would constitute yet another overhaul if not already done.

    Personally...they need to balance out the dps from a gear, ilevel, and 3 min personal damage window perspective. If they can get ALL the jobs balanced within 1-2% of each job role AND remove raid buffs. Then and ONLY then will combat be more free. You can still have your burst windows, but it's no longer tied to a party buff.

    What needs to be avoided like the plague is a meta or a ideal comp. This is the main issue we have with balance right now as it's incredibly hard to balance damage and make every comp viable.

    Eliminate the raid buffs...balance out the DPS? Or change Raid boss HP pools? (which would change the raid bosses attack order and timing)
    Something has to give in order to fix the problem of this 2 min burst issue every has a problem with.

    Again, I don't see a problem with 2 min burst as I play warrior. Drift is nearly none existent and I can always hit IR within 1-2 seconds of raid buffs going out. But when I play PLD....wow. That job has a LOT of work need done to it.

    Which brings me to a personal gripe of mine. Personal CD buffs like fight or flight, No Mercy, need to be baked into a granted on completion of combo/action. Or this 2 min burst is only going to get worse the longer they stay like that. Drift is going to only get worse if they keep cramming more and more oGCD's or CD's into an opener. Being off 2-5 seconds for fight or flight is incredibly noticeable, and crippling to just cast confetior and skip 2-3 holy spirits just so you can get back on track. Hence why paladin needed fixing...but I saw this back in ShB...paladin has ALWAYS had a tight rotation...not it's just unsustainable now with 2 min bursts. This will alleviate issues with PLD, but SE has a LONG way to go to iron out the issues if they want to continue with this 2 min burst design. From a developer stand point I get the reason WHY they want a 2 min timer, as raids need to have a rhythm to them. It's VERY hard to balance out a FFXIV raid boss (I say that comparatively), as most raid bosses are designed around incredibly specific mechanics. So raid bosses have to have a rhythm to the mechanics. P6S is a perfect example as EVERY tank buster is at 2 min...like clock work. That means I know my vengeance+thrill will be up no matter what if I pop them slightly early and ride the buff through the hit. Meanwhile I have to weave in my IR+Fell Cleave+ Onslaughts+primal rend all the while provoke or shirk. P6S is nightmare for tanks burst as its complemented with a tank buster.
    (1)
    Last edited by Sqwall; 11-18-2022 at 12:57 AM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,887
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rithy255 View Post
    Even if jobs are Mostly meant to be burst jobs, it shows you can't have sustained jobs at all, which frankly is boring design, Everyjob wasn't as "bursty" before EW, even if they were pretty bursty. Every direction for endwalker job design has been "More burst!!!".
    You can if you create off-rhythm events for which the timing of damage matters, because then one has the choice between
    • holding (and thereby wastefully desyncing) a section of CDs,
    • [If we returned to multiple timing templates] investing in an off-rhythm section (90s CD users among a primarily 120s comp), or
    • bringing enough sustain to not care about the minor dps checks (though, those would of course siphon from major dps checks).

    Or, more simply put, if you want multiple rhythms [sustained, 40s, 45s, 60s, 90s, 120s, 150s CDs... all of which naturally tend to coalesce towards a single dominant timing template for "synergy"], you need fights that need multiple rhythms.
    (4)

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